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Kickstarter 2.0

Is it possible to create a new Kickstarter so that you can accept donations once again? I'm sure that we could pull currency together to help out while also allowing players to get Kickstarter exclusives.

I don't know if you could run another fundraising effort through Kickstarter per se, having done a successful one already. At least not for what is basically the same thing as before, just "give us more money again" for the same thing.

That said, they're still selling t-shirts off of this website, as well as a web comic. Even if you don't want to read a web comic and have WAY too many t-shirts, you could contribute by buying some of that stuff. I don't know how much money MWM gets from the webcomic or the shirts, personally.

MWM has said they are willing (wanting?) to run another crowdfunding round but my impression is that they want to have something substantial to show before doing so. Think the standalone costume creator was mentioned at some point in regards to this but not sure.

I don't know if you could run another fundraising effort through Kickstarter per se, having done a successful one already. At least not for what is basically the same thing as before, just "give us more money again" for the same thing.
That said, they're still selling t-shirts off of this website, as well as a web comic. Even if you don't want to read a web comic and have WAY too many t-shirts, you could contribute by buying some of that stuff. I don't know how much money MWM gets from the webcomic or the shirts, personally.

The shirts are more for promotion than anything else, and if you checked the vendor which hosts it, we only get $2 or $4 per shirt. We're about to launch a replacement for it, with more options, shortly.

—

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

This is totally irrelevant to the topic, but one of my favorite shows, The Venture Bros., has had a t-shirt sale off of their website (not Adult Swim's website, the website for the production company that makes the show, Astrobase GO!, which is basically just Jackson Publick and Doc Hammer, the co-creators) for the last three seasons of that show. Now, by "last three seasons" that was over the course of like 6 years, because they can't make the shows any faster than that. But the idea so far has been that each episode has had its own t-shirt you coudl buy, which shirt was available only off of the website and only for like a week. you could also sign up for the whole season worth of shirts up front for like the two weeks straddling the first episode's air date for that season.

So the shirts were like collectibles, being so limited in quantity. I have all of the season 5 and 6 shirts, but missed season 4. Season 5 had a bonus shirt you got for free if you signed up for the whole season up front, which I have. Season 6 had TWO bonus shirts that you could possibly get, one was a white shirt with black letters, the other was black shirt with white letters. I signed up for TWO copies of the whole season just to get both bonus shirts.

If you're making any kind of money on t-shirts and you don't want to have to make the same one more than once you could think of doing "limited time offer" stuff like that to promote the idea that the shirts will be "rare" once they're sold out.

Edit: The reason I missed the season 4 shirts was that I didn't start following The Venture Bros. as a hardcore fan until December 1, 2012. When City of Heroes was taken away from me, I went looking for something else to do at like 12 midnight on a Sunday night, and found The Venture Bros. on Adult Swim. I immediately started looking up old episodes online to get caught up. I got he DVDs even. I watched like all of the comicon footage on YouTube of the creators talking about the show in panels. If CoX had not been shut down, I probably would not have any of those t-shirts, or DVDs.

I'd still like to see a system in place where we could go ahead and start paying a monthly fee to begin earning pre-launch vet awards. Would need to make the awards fringe-y so as not to alienate new players who show up at or near launch but fringe-y awards are exactly what diehards like myself would be fine earning!

(Would also be nice if CoT could take into account CoH vet awards but I'm thinking verification would be too much of a hassle, if not feasibly impossible.)

I'd still like to see a system in place where we could go ahead and start paying a monthly fee to begin earning pre-launch vet awards. Would need to make the awards fringe-y so as not to alienate new players who show up at or near launch but fringe-y awards are exactly what diehards like myself would be fine earning!
(Would also be nice if CoT could take into account CoH vet awards but I'm thinking verification would be too much of a hassle, if not feasibly impossible.)

I've always liked this idea. I understand if MWM has a reason not to, but I'd like it also.

I'd still like to see a system in place where we could go ahead and start paying a monthly fee to begin earning pre-launch vet awards. Would need to make the awards fringe-y so as not to alienate new players who show up at or near launch but fringe-y awards are exactly what diehards like myself would be fine earning!

I wouldn't mind having a pre-launch subscription/vet system as long as none of the awards we'd get would be "permanently" exclusive. I hate any game that offers things that become permanently unobtainable by future players. Many of the Kickstarter perks for this game were offered with a one year period of exclusivity and that's perfectly fine. If they made it (for example) so that any pre-launch awards could be bought in the cash store a year AFTER launch that would let future players enjoy the goodies that we get to have exclusively for one year at the start of the game.

Baalumbral wrote:

(Would also be nice if CoT could take into account CoH vet awards but I'm thinking verification would be too much of a hassle, if not feasibly impossible.)

I was a fully loaded Vet of CoH - I had been a subscriber for its entire lifespan and I basically had all the vet awards/perks. While on one hand it might be nice if CoT gave me "credit" for all that I think it's been long enough now that I wouldn't really mind starting over from scratch with the new game and a new vet system.

Launching a subscriber system "early" makes good business sense, even if you aren't trying to make a profit from it. It literally allows you to "bug test" a billing system and work out the kinks before you start pulling from accounts for services that people expect to have delivered RIGHT NAO!!!

Even a "token" subscription system set to $5 a month so as to trial out the billing systems AND the customer support service that will be needed for it(!) would be a prudent thing to do BEFORE you have to start billing people "for real" for the game at and post-launch.

—

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Launching a subscriber system "early" makes good business sense, even if you aren't trying to make a profit from it. It literally allows you to "bug test" a billing system and work out the kinks before you start pulling from accounts for services that people expect to have delivered RIGHT NAO!!!
Even a "token" subscription system set to $5 a month so as to trial out the billing systems AND the customer support service that will be needed for it(!) would be a prudent thing to do BEFORE you have to start billing people "for real" for the game at and post-launch.

Yeah no better way to eventually test it than to actually start transferring real money at some point. It'd effectively be like "beta" testing it well before launch.

Redlynne wrote:
Launching a subscriber system "early" makes good business sense, even if you aren't trying to make a profit from it. It literally allows you to "bug test" a billing system and work out the kinks before you start pulling from accounts for services that people expect to have delivered RIGHT NAO!!!
Even a "token" subscription system set to $5 a month so as to trial out the billing systems AND the customer support service that will be needed for it(!) would be a prudent thing to do BEFORE you have to start billing people "for real" for the game at and post-launch.
Yeah no better way to eventually test it than to actually start transferring real money at some point. It'd effectively be like "beta" testing it well before launch.

*points to the "Merchandise" button in the top menu*

—

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

That's obviously a good baby step as far as getting money from customers goes. I think we're talking about the NEXT step to be taken which would be to test your version of the periodic/subscription payment concept. ;)

That's good for one-time billing on demand for a (not so) micro-transaction business model. As Lothic points out, that's good for a first baby step and proof of concept ... but it's not the same as managing a recurring billing cycle for a subscription system. The two things are related, and they'll share many elements in common, but the two systems of payment and collection are not exactly/perfectly aligned to each other such that you can just copy/paste what you've already got and call it a day. Yes, you can "extend" one system to handle the other, but you're going to want to TEST that extension of a Known Working Technology™ so as to demonstrably PROVE and shake out any lingering bugs there might be in the system.

Like the engineers who work on submarines say ... "If it ain't tested, it's broken."

—

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

(1) Don't charge a subscription until the game is out. Just look at Pathfinder Online if you want an example. Spectacular failure and they wanted to charge a subscription for their "minimal viable product."

(2) No more kickstarters please. Just release the game.

(3) If you do need more money, please no more kickstarters. Just use your web page and let people pay money for various "starter packs" where the most expensive give some buff items (which have only temporary power ups) or unique costume pieces (which can be whatever you want) as a reward.

Trust me: I think following the above will lead to your success more than other options. You want to avoid the appearance of a money grubbing and pay to win company. I think you have done this very well so far, so it would be nice if you continued to do so.

Guys - it makes NO sense whatsoever for us to carry over your CoH Vet rewards, even if we could. We are not that company. We did not benefit from any of the things you did to get them. It would be like expecting it from Champions or Marvel Heroes. We are a separate product, what you did in CoH has no bearing on where you will start in City of Titans. New game, new company, new start. Just like anything else.

Guys - it makes NO sense whatsoever for us to carry over your CoH Vet rewards, even if we could. We are not that company. We did not benefit from any of the things you did to get them. It would be like expecting it from Champions or Marvel Heroes. We are a separate product, what you did in CoH has no bearing on where you will start in City of Titans. New game, new company, new start. Just like anything else.

Even if we wanted to, there is no way we could know what anyone's veteran rewards were.

—

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Guys - it makes NO sense whatsoever for us to carry over your CoH Vet rewards, even if we could. We are not that company. We did not benefit from any of the things you did to get them. It would be like expecting it from Champions or Marvel Heroes. We are a separate product, what you did in CoH has no bearing on where you will start in City of Titans. New game, new company, new start. Just like anything else.

I agree - new game needs to start off fresh and not grant some "leet" rewards from a game that hasn't existed for a long time now. Let everyone start off on the same footing.

It is important to test recurring payments. However, I think MWM is not developing the monetary back end on their own. I believe they are working with Storenvy to provide that back end. I'm sure storenvy has tested payment methods and has a protocol for ensuring that the implementation is correct and capable, that does not endanger users of having their bank accounts drained because the decimal point on the recurring period is in the wrong place.

/waffle

But I don't think it would kill MWM to have a donate option in the store, but there is a PR concern there about what message that sends. And about rewarding or not rewarding and tracking those donations when others who were able to donate during the kickstarter were/will be rewarded.

Guys - it makes NO sense whatsoever for us to carry over your CoH Vet rewards, even if we could. We are not that company. We did not benefit from any of the things you did to get them. It would be like expecting it from Champions or Marvel Heroes. We are a separate product, what you did in CoH has no bearing on where you will start in City of Titans. New game, new company, new start. Just like anything else.

Guess that was aimed at me since I brought up CoH vet awards, consider me suitably chastised !

I must admit though, I'm left scratching my head over this response which feels a little stronger than needed, all I said was it'd be nice if even do-able, and said parenthetically at that. Its nowhere near something I'd take to the streets to champion when it was mentioned barely in passing. Early CoT vet awards, now those I would be willing to champion, and if scolded for that other suggestion being a dumb idea I'd hafta say so be it :)

I agree with Grimfox: this wheel has likely been invented several times, and CoT has one of them already and would test payment systems internally pre-launch. Besides, with a launch of 2018-ish, there's plenty else that needs doing.

Yes but Merchandise isn't a donation to support the game.
It's a way to give money, but we don't feel the same.
It will be better to put next to Merchandise a "Donate" button like Crowfall do for example...

But they don't need the money yet. It won't make development any faster!

That's not the point ! ^^ I don't want to participate just to have it faster. I even prefer wait for one another year if it allows mwm to finalize the game ;)
But, if MWM doesn't need the money yet, so i'll wait ^^ (but in this case, i wonder why there is merchandising, editions, ...).

Lin Chiao Feng wrote:
But they don't need the money yet. It won't make development any faster!
That's not the point ! ^^ I don't want to participate just to have it faster. I even prefer wait for one another year if it allows mwm to finalize the game ;)
But, if MWM doesn't need the money yet, so i'll wait ^^ (but in this case, i wonder why there is merchandising, editions, ...).

Because of the legalities around trademarks in the US. Unless a company actively uses a trademark, they lose it. So, while having t-shirts and coffee mugs may seem puzzling from a development standpoint, they do enable us to protect our trademark.

—

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

And note, the planned for Second Chance is not due to needing funds (we calculated out that with our burn rate we can keep going for 3 more years without worry) but because we promised people that we would. But we want to get the original KS deliverables, at least the physical ones, into peoples hands first.

—

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

The Emptiness has been looking for a way to donate and get in on some kind of "We were here at the beginning" perks, now that we are financially able. We see Doctor Tyche has mentioned that there will be a Second Chance, and this fills the Emptiness with good feelings. We can barely contain our expanse in anticipation.

The Emptiness could also join the patreon for the Hijinx comic which provides a small stream of income to MWM, but mostly the artists involved in the comic.

Actually that is not quite true. While Dale and I are paid for our work on Hinjinx from the Patreon donations, the majority of the monthly pledge goes towards MWM. Personally I cut my page rate in half so that a bigger chunk of donations could go towards development.

If you want to donate, the Hijinx Patreon is a really great way to contribute. I've written a decent chunk of stuff for the game itself, so if you want to get a good feel for Titan City pre-release, this would be a great way to do it. We have big plans for Hijinx. Enjoy the show!

If you want to donate, the Hijinx Patreon is a really great way to contribute. I've written a decent chunk of stuff for the game itself, so if you want to get a good feel for Titan City pre-release, this would be a great way to do it. We have big plans for Hijinx. Enjoy the show!

Will we have a badge IG for that ? ^^ (or maybe something else like aminion in a Hijinx style ? ^^)

KidDynamo wrote:
If you want to donate, the Hijinx Patreon is a really great way to contribute. I've written a decent chunk of stuff for the game itself, so if you want to get a good feel for Titan City pre-release, this would be a great way to do it. We have big plans for Hijinx. Enjoy the show!
Will we have a badge IG for that ? ^^ (or maybe something else like aminion in a Hijinx style ? ^^)

I'm not sure what they are planning for Hijinx in game. I'm all for writing some Hijinx related contact for the game. If that's something the players want, head over the Patreon site and let your voices be heard.

KidDynamo wrote:
.I've written a decent chunk of stuff for the game itself, so if you want to get a good feel for Titan City pre-release, this would be a great way to do it. We have big plans for Hijinx.
This makes me happy. I'm really enjoying Hijinx.

Grimfox wrote:
The Emptiness could also join the patreon for the Hijinx comic which provides a small stream of income to MWM, but mostly the artists involved in the comic.
Actually that is not quite true. While Dale and I are paid for our work on Hinjinx from the Patreon donations, the majority of the monthly pledge goes towards MWM. Personally I cut my page rate in half so that a bigger chunk of donations could go towards development.
If you want to donate, the Hijinx Patreon is a really great way to contribute. I've written a decent chunk of stuff for the game itself, so if you want to get a good feel for Titan City pre-release, this would be a great way to do it. We have big plans for Hijinx. Enjoy the show!

If/when you were to run another kickstarter or donation program, would the money we dontate on the second funding drive count for the rewards from the first drive? Also, if we had already donated the first time, could the money we donate the second time be added together so we could perhaps reach another tier?

If/when you were to run another kickstarter or donation program, would the money we dontate on the second funding drive count for the rewards from the first drive? Also, if we had already donated the first time, could the money we donate the second time be added together so we could perhaps reach another tier?

That's already been answered, and the answer is NO. What rewards - if any - are still up in the air.

If/when you were to run another kickstarter or donation program, would the money we dontate on the second funding drive count for the rewards from the first drive? Also, if we had already donated the first time, could the money we donate the second time be added together so we could perhaps reach another tier?

The tier track is going to count, and so long as we can match Kickstarter people up with accounts on this web site (if you've got a K badge, you're set) you'll start off at whatever tier level you pledged at, and can increase your tier by paying the difference. You can increase your tier by paying the difference during the Second Chance, too. The limited quantities of the original Kickstarter still apply; for the limited tiers we're basically selling the ones unsold from last time. The $7500 and $10000 tiers won't be available. The add-ons (e.g. Mogul) generally won't be available; we're seeing if we can do some of them, but if it involves dev effort, it's probably a no.

I am hoping that I can get at least a sign on an existing building for a veterinary hospital.

If that could also be a hospital for player characters to pop into (surrounded by kittens and puppies), then all the better! Am hoping for at least a cosmetic sign (which I hope doesn't take too much Dev time).

This might be crazy to suggest but what if one of the rewards was access to a permanent channel to talk to the devs directly even after launch? One of the most frustrating things with COH was when things broke or didn't make sense or even if you had an idea and you submitted a ticket , it just felt like your message was sent off into space and you never heard anything back.

Maybe its too much to ask but I know I would put serious money down if I had access to an e-mail or a way to send personal message to the group of devs in charge of the game itself?

This might be crazy to suggest but what if one of the rewards was access to a permanent channel to talk to the devs directly even after launch? One of the most frustrating things with COH was when things broke or didn't make sense or even if you had an idea and you submitted a ticket , it just felt like your message was sent off into space and you never heard anything back.
Maybe its too much to ask but I know I would put serious money down if I had access to an e-mail or a way to send personal message to the group of devs in charge of the game itself?

Just personally though but I don't see how sending an email, and at best getting a canned response back, to a group-address would be so much better since if we get anything close to I don't see us getting their personal ones.

This seems much more of an issue with the general support handling and I rather see them making it feel good/responsive for everyone rather than just those who pledged beforehand. Outside of getting what I paid for I don't see why I should be treated as more important than whose who didn't pledge in Kickstarter or Second Chance.

I'd say, at best, it's impractical to have people on standby to answer questions when they may arise. It would have to be 24/7 and would need to be several people presumably because one would imagine there would be certain areas of expertise among the cadre.

We also have to remember that they all have a life outside the game, and so family and friends and going out to dinner and a movie, and even playing CoT, will occupy their time. I think as long as there is a forum to post issues and there are community/forum representatives than can pass it along to whoever, that it's tough to expect much more. Maybe if only 10 or 12 people were playing at any one time, but that will never happen, we all hope.

It might be the case that players end up being as valuable a resource for help with problems as anything else, because there is usually someone else who has experienced a problem somewhere before nad found out how to remedy it.

Well, right now we're relatively (to other projects) open about issues and you can contact us by PM. But yes, it's frustrating not to at least have some kind of ticket tracker, or at least somewhere you can go to check on known issues.

The general fear is that public ticket trackers could be vectors that leak privileged and/or confidential information, they're yet another thing to maintain (where do you check on the "ticket tracker is broken" ticket?), and they're vulnerable to all the same problems (access control, spam prevention, etc.) that forums are. So the idea generally gets axed.

We're going to have forums anyway, and we're going to have GMs available when the game is up, and between those most of what you'd want to do would be covered. If that doesn't work out, let's see why it doesn't, and solve that problem.

As for special stuff for pledges, we offer sneak peek access to things to Kickstarter backers already. That's about as far as we want to go.

But insider access? No, nobody gets a hotline to beg for help making a tankmage. You have to contact us like everyone else. Let's keep it fair.

I'd say, at best, it's impractical to have people on standby to answer questions when they may arise. It would have to be 24/7 and would need to be several people presumably because one would imagine there would be certain areas of expertise among the cadre.
We also have to remember that they all have a life outside the game, and so family and friends and going out to dinner and a movie, and even playing CoT, will occupy their time. I think as long as there is a forum to post issues and there are community/forum representatives than can pass it along to whoever, that it's tough to expect much more. Maybe if only 10 or 12 people were playing at any one time, but that will never happen, we all hope.
It might be the case that players end up being as valuable a resource for help with problems as anything else, because there is usually someone else who has experienced a problem somewhere before nad found out how to remedy it.

A chatbot is 24/7 and may answer for commmon and not particular questions :) It's not as expensive as we could think ^^ It takes time to configure it, yes, but, once it's done, it's usefull :) Especially if it's a good one with a semantic registry

Dark Ether wrote:
I'd say, at best, it's impractical to have people on standby to answer questions when they may arise. It would have to be 24/7 and would need to be several people presumably because one would imagine there would be certain areas of expertise among the cadre.
We also have to remember that they all have a life outside the game, and so family and friends and going out to dinner and a movie, and even playing CoT, will occupy their time. I think as long as there is a forum to post issues and there are community/forum representatives than can pass it along to whoever, that it's tough to expect much more. Maybe if only 10 or 12 people were playing at any one time, but that will never happen, we all hope.
It might be the case that players end up being as valuable a resource for help with problems as anything else, because there is usually someone else who has experienced a problem somewhere before nad found out how to remedy it.
A chatbot is 24/7 and may answer for commmon and not particular questions :) It's not as expensive as we could think ^^ It takes time to configure it, yes, but, once it's done, it's usefull :) Especially if it's a good one with a semantic registry

And as always, it's only as good as the knowledge base behind it.

But this was more about that some people would get an extra way to communicate with the devs/managers of the game, while others (most?) would not. Any feedback/reporting/info tool that doesn't require direct human intervention should, and probably would, be available to all. However I feel that the original requester wanted something that went way beyond what a chatbot could do or would have information about.

Since the last post was a couple months ago, I was wondering what the status of Kickstarter 2.0 is? In the Pax presentation it was stated that MWM wanted to get it out by the end of the year. I have been out of the CoT loop for a few years and am just now getting back into it and wanted to make sure I didn't miss the second chance (again). I did sign up tonight to the forums but if there is somewhere else I can sign up or subscribe to so I don't miss the second chance it would reduce my anxiety considerably.

Will there be a repeat list of kickstarter bennies? Is there a link to existing bennies?
I really want to design a weapon/prop, and I have no idea how much I need to donate for it.
----------------------------I'm willing to get nothing else...I just want one prop...my giant floating fists/gauntlet thingies. I know it may not be ready for launch coming in so late like this....but this may be the only way I get it!

I could be wrong, but I think the whole "design your own weapon" was one of the rewards from the original Kickstarter that they said likely wouldn't be in the second Kickstarter, or the very least being since it was stated as 'limited' only so many people will be able to continue to donate to the tier where this reward was offered.

—

"If I am to die in battle, Remember me for who I was and not what I've become..."

You can find the list of Kickstarter tiers via the Kickstarter Updates link in the What's New menu above, and navigating to the main KS page from there.

Glitch404 wrote:

I could be wrong, but I think the whole "design your own weapon" was one of the rewards from the original Kickstarter that they said likely wouldn't be in the second Kickstarter

You're wrong. It happens.

Glitch404 wrote:

the very least being since it was stated as 'limited' only so many people will be able to continue to donate to the tier where this reward was offered.

The original limits apply. For the limited tiers, we'll offer the remaining slots in the Second Chance. Also, if someone upgrades from one limited tier to another, the slot in the old tier gets freed up. We've got you covered.

Only the top two tiers are locked out and gone forever.

The perks such as Mogul, on the other hand, are not going to be in the Second Chance.

The perks such as Mogul, on the other hand, are not going to be in the Second Chance.

Hmm... The perks? Do you mean to say that, for example, getting the "Registered Lethal Weapon" tier will not let you design your own weapon like in the original Kickstarter? Or are we still going to be able to receive those benefits?

A tier is the level you pledged at on Kickstarter. They range from Armchair Hero at $5 to Sanctum Santorum at $10000.

You can only have one tier per account, and changing tiers will free up the old tier slot if it’s limited. You can only upgrade your tier; no downgrades will be available. The top two tiers won’t be available in the Second Chance; the folks who got them are stuck with them.

A reward is something you get at a given tier. For example, a custom weapon design is a reward you get one of at the Registered Lethal Weapon ($1000) tier and two of at the Double Trouble ($1500) tier or higher.

A perk is something that is purchased as a fixed surcharge. Perks are independent of tiers and rewards. For example, Mogul is a perk that cost $500. It has nothing to do with a tier, and doesn’t count as $500 toward a tier.

There are currently no plans for perks in the Second Chance due to a severe shortage of developer resources (read: time).

Oh, and to make Radiac happy, because he wants two Fashionista tiers, we consider tiers to be associated with accounts on this site. So he can go register another account for the second Fashionista. Later, he’ll be able to put both accounts in the same “family” group (final term TBD) so all his game accounts will have access to his whole wardrobe. And yes, anyone can set things up like this, not just him.

A tier is the level you pledged at on Kickstarter. They range from Armchair Hero at $5 to Sanctum Santorum at $10000.

You can only have one tier per account, and changing tiers will free up the old tier slot if it’s limited. You can only upgrade your tier; no downgrades will be available. The top two tiers won’t be available in the Second Chance; the folks who got them are stuck with them.

A reward is something you get at a given tier. For example, a custom weapon design is a reward you get one of at the Registered Lethal Weapon ($1000) tier and two of at the Double Trouble ($1500) tier or higher.

A perk is something that is purchased as a fixed surcharge. Perks are independent of tiers and rewards. For example, Mogul is a perk that cost $500. It has nothing to do with a tier, and doesn’t count as $500 toward a tier.

There are currently no plans for perks in the Second Chance due to a severe shortage of developer resources (read: time).

Are you sure you got your terminology correct?

Looking at that kickstarter page, the "Perks" are just a rehash of the pledge levels, but the "Add-ons" are the items like Mogul

—

I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

Yeah I'm pretty sure that's the reason why some people are getting confused. The terminology in which you're using isn't the terminology that was listed on the original Kickstarter. If anything just simply refer to the tiers you're speaking of, as Perks like it's originally listed as on the Kickstarter page and the "perks" you think you're speaking of, as Add Ons. Just saying.

—

"If I am to die in battle, Remember me for who I was and not what I've become..."

A tier is the level you pledged at on Kickstarter. They range from Armchair Hero at $5 to Sanctum Santorum at $10000.

You can only have one tier per account, and changing tiers will free up the old tier slot if it’s limited. You can only upgrade your tier; no downgrades will be available. The top two tiers won’t be available in the Second Chance; the folks who got them are stuck with them.

A reward is something you get at a given tier. For example, a custom weapon design is a reward you get one of at the Registered Lethal Weapon ($1000) tier and two of at the Double Trouble ($1500) tier or higher.

A perk is something that is purchased as a fixed surcharge. Perks are independent of tiers and rewards. For example, Mogul is a perk that cost $500. It has nothing to do with a tier, and doesn’t count as $500 toward a tier.

There are currently no plans for perks in the Second Chance due to a severe shortage of developer resources (read: time).

Ah, thank you! It's quite a letdown that I won't be able to commission any buildings- I would've gladly paid $1000 for the Registered Lethal Weapon tier and another $500 for the Mogul perk...

But, now that I understand exactly why Mogul isn't being offered, I think I have a workaround. What if we paid MWM for the Mogul perk, on the condition that there is no deadline for when the perk is delivered? They could wait until Issue 4 to create the Mogul building if they needed to, even opening up a tiny section of land to put it on if the game world's already fully generated. That way, we can still get our Mogul buildings and leave the devs with all the time in the world to work on them!

Great idea D Doctor! However I'd suggest the Devs wait until after launch and working out most relevant issues before offering this option. That way they can then determine when,how and how much to effectively charge to offset the dev time needed. Because honestly the $500 dollar perk price was too low and is indeed why they are buried in Mogul buildings to be completed.

Great idea D Doctor! However I'd suggest the Devs wait until after launch and working out most relevant issues before offering this option. That way they can then determine when,how and how much to effectively charge to offset the dev time needed. Because honestly the $500 dollar perk price was too low and is indeed why they are buried in Mogul buildings to be completed.

Well, I'd recommend the pricetag should be subject to change based upon how complicated the building is. Obviously, a building with a normal interior that can just be procedurally generated using their current tool for cityscape creation shouldn't warrant any more than $500, but a custom-made building with elaborate interiors (especially if they're "bigger on the inside" or have a huge underground complex included) will require lots of man-hours to put together, and so will warrant a pricetag at least triple what the normal Mogul perk would cost.

I would have to agree with not doing away with Mogul completely, maybe temporarily. But some time down the line it is such a great thing to offer to make MWM a lot of money where they have all of the control. They can choose to do 1 every few months and charge whatever they want. Especially if they can get a fairly easy process in making them, I just feel like it would be a waste of income potential

—

The Carnival of Light in the Phoenix Rising
"We never lose our demons, we only learn to live above them." - The Ancient One

For one person D_Doctor I'd agree $500 seems reasonable. Problem becomes when 30, 40, 50 ppl buy the perk. And now the Dev(possibly only one guy) has to coordinate with all of them on what they want, how they want it and where they want. Now it's quite time and resource consuming.

I think they have stated that, while it's too early to say that moguls perk/add-on are gone forever, for Second Chance they are definitely out. However, in the future, IE after launch, when they are building new zones for future expansions, there is a possibility that such a reward could return. They have certainly realized the errors made in the first KS expect any future renditions of this perk/add-on to be far more restricted and/or limited. Or as a special event reward (think year end funding push)

I am fine with the whatchamacallits not being offered in the second chance. It is just more work for MWM. Donate because you want to see the company get the proper footing to actually release the game.
The original KS had the whatchamacallits to incentivize people to commit money to a long long long term project. This time around the target is much closer. There could be something to be said for a building in a future expansion zone or something, but that is still extra work for the team when they need to focus on gameplay, balance, rendering, optimization, maps, lore, etc.

For the record, we set up Ko-Fi (it's next to the email icon in the footer) as a response to the Patreon antics messing with the comics guys.

As for moguls after launch... no idea at all. They sure won't be only $500 if left alone: it'll cost more than that in developer time. Alternatively, we may scale it back to just naming a building or something similar.

Post-launch, though, development focus will be mostly fixing broken things and building out the city for eventual expansion to level 50.

As for moguls after launch... no idea at all. They sure won't be only $500 if left alone: it'll cost more than that in developer time. Alternatively, we may scale it back to just naming a building or something similar.

Post-launch, though, development focus will be mostly fixing broken things and building out the city for eventual expansion to level 50.

Oh! Well, if nothing else, just being able to put names or minor cosmetic features on some of the buildings would be a nice touch. Post-launch development sounds like it would also have plenty of opportunities to squeeze more Mogul buildings in during expansion, although anything beyond those simple cosmetic features would obviously cost more for it to make up for developer time. I wouldn't dare ask you to keep the same price- you guys deserve more than that. :)

I think a better option for potential mogul-type sales would be to sell specific plots with the price based on the size of it (and possibly placement), and having a stipulation that the building has to reasonably fit into the neighborhood. This way it's already settled where the building will be since the plots would already have a determined place, and they would naturally have a limited number.

Not sure plot size is the best metric for determining the cost. Something like a skyscraper could be relatively easy to design and build (particularly given the tools they've developed in house for that specific purpose). Something smaller may actually be more complex, like a haunted house or animal hospital.